Rogue-Like Update 02-17-2020 (First Draft) (Patreon)
Content
Ok, another progress update, and basically at some point last week I finished what is basically the "first draft" of the code overhaul. I've converted every bit from being something that worked in the old system to something that works (in theory) with the new. That means that the next step, which I've been working on, is to remove all the left-over bits, the stuff that got made redundant by the changeover, to check to make sure that no calls are being made to removed elements, and to do basic testing to make sure that at least the simple stuff doesn't break immediately. The player testing will be more about the complex system interactions, that nothing breaks down over time, or finding small glitches and typos buried in one specific encounter.
The other big thing I need to do is basic organization, since systems are a bit scattered around at this point. When I'm going experimental, I tend to put everything into some "scrap" files that don't get put into the official releases, and it's all just a jumbled mess, but I'll want to put them into some sort of sensible order before releasing it, so that it's easier to find things later. I don't think this should take too long though, and my initial testing seems to work smoothly.
At this point, I'm not planning on having the ability to convert older saves in the first first build released, because I still need to do some testing on that and it's not worth holding back on the initial testing phase, but I'm still hoping to implement that by the end of this release cycle. As a reminder, if you want to carry over save data from previous builds, load up a recent copy and make sure to make a save in the player's room with no other character's present, that is most likely to work without error. Scenes that are right in the middle of something *probably* can't be reasonably salvaged.